using System.Collections; using System.Collections.Generic; using UnityEngine; public partial class Const { public static class Path { public static string GetBlockMat(BlockState pState) { return "Material/Block_" + pState.ToString(); } public static string GetIcon(string pIconID) { return "UI/Icon/" + pIconID.ToString(); } public static string GetStage(int pStageID) { return string.Format("Prefab/Stage/Stage{0:D2}", pStageID); } public static string GetBlockUnit(BlockType pBType, int pLevel) { return string.Format("Prefab/BlockUnit/{0}/Block{0}_{1:D2}", pBType.ToString(), pLevel); } public static string GetBullet(BlockType pBType, int pLevel) { return string.Format("Prefab/Bullet/{0}/Bullet{0}_{1:D2}", pBType.ToString(), pLevel); } public static string GetAtkFx(BlockType pBType, int pLevel) { return string.Format("Prefab/AtkFx/{0}/AtkFx{0}_{1:D2}", pBType.ToString(), pLevel); } public static string GetAtkSound(BlockType pBType, int pLevel) { if (pBType == BlockType.Human) { switch (pLevel) { case 1: case 2: case 3: pLevel = 1; break; case 4: case 5: pLevel = 4; break; case 6: case 7: pLevel = 6; break; case 8: case 9: case 10: pLevel = 8; break; } } return string.Format("Audio/{0}/{0}_{1:D2}_Attack", pBType.ToString(), pLevel); } public static string GetHitSound(BlockType pBType, int pLevel) { if (pBType == BlockType.Human) { switch (pLevel) { case 1: case 2: case 3: pLevel = 1; break; case 4: case 5: pLevel = 4; break; case 6: case 7: pLevel = 6; break; case 8: case 9: case 10: pLevel = 8; break; } } return string.Format("Audio/{0}/{0}_{1:D2}_Hit", pBType.ToString(), pLevel); } public static string GetLevel(int pLevel) { return "Prefab/Level/Level" + pLevel.ToString("D3"); } } }